// Made with Amplify Shader Editor v1.9.9.4
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "Soung/Post/PostScreenTex"
{
	Properties
	{
		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
		[Header(Setting)][Enum(UnityEngine.Rendering.CullMode)] _CullingMode( "剔除模式", Float ) = 0
		[Header(Screen)][NoScaleOffset] _ScreenTex( "屏幕贴图", 2D ) = "black" {}
		_ScreenTexUV( "屏幕贴图平铺与偏移", Vector ) = ( 1, 1, 0, 0 )
		[HDR] _ScreenTexColor( "屏幕贴图颜色", Color ) = ( 1, 1, 1, 1 )
		[Enum(R,0,A,1)] _ScreenTexP( "屏幕贴图通道", Float ) = 0
		[Enum(Local,0,Polar,1)] _ScreenModel( "屏幕贴图UV模式", Float ) = 1
		_ScreenPolarSettings( "屏幕极坐标原点与偏移", Vector ) = ( 0.5, 0.5, 1, 1 )
		_ScreenUSpeed( "屏幕贴图U速度", Float ) = 0
		_ScreenVSpeed( "屏幕贴图V速度", Float ) = 0
		[Enum(Texture,0,Program,1)] _ScreenMaskMode( "屏幕遮罩模式", Float ) = 0
		[Header(Mask)][NoScaleOffset] _MaskTex( "遮罩贴图", 2D ) = "white" {}
		_MaskTexOffset( "遮罩贴图平铺与偏移", Vector ) = ( 1, 1, 0, 0 )
		[Enum(R,0,A,1)] _MaskTexP( "遮罩贴图通道", Float ) = 0
		[IntRange] _MaskTexRotator( "遮罩贴图旋转", Range( 0, 360 ) ) = 0
		[Enum(OFF,0,ON,1)] _OneMinusMask( "反相遮罩", Float ) = 0
		[Header(ProgramMask)] _ProgramMaskSoft( "程序遮罩过渡", Range( 0, 10 ) ) = 3
		_ProgramMaskRange( "程序遮罩范围", Range( 0, 1.5 ) ) = 0.1
		_ProgramMaskHori( "程序遮罩水平方向", Range( -0.5, 1.5 ) ) = 0.5
		_ProgramMaskVerz( "程序遮罩垂直方向", Range( -0.5, 1.5 ) ) = 0.5
		[Enum(OFF,0,ON,1)] _OneMinusProGMask( "反向程序遮罩", Float ) = 0
		[Header(ScreenDisslove)] _ScreenDissolveTex( "屏幕溶解贴图", 2D ) = "white" {}
		[Enum(R,0,A,1)] _DissolveTexP( "溶解贴图通道", Float ) = 0
		[IntRange] _ScreenDissolveRotator( "屏幕溶解旋转", Range( 0, 360 ) ) = 0
		[Enum(Material,0,Custom1z,1)] _DissolveMode( "溶解控制模式", Float ) = 0
		[Enum(Soft,0,Edge,1)] _DissolveEdgeSwitch( "溶解边缘模式", Float ) = 0
		[HDR] _DissolveEdgeColor( "溶解边缘颜色", Color ) = ( 1, 0.4109318, 0, 1 )
		_DissolveEdgeWide( "溶解边缘宽度", Range( 0, 1 ) ) = 0.15
		_DissolveSmooth( "溶解平滑度", Range( 0, 1 ) ) = 0
		_DissolvePower( "溶解进度", Range( 0, 2 ) ) = 0.2
		_DissolveTexUspeed( "溶解U速度", Float ) = 0
		_DissolveTexVspeed( "溶解V速度", Float ) = 0


		//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
		//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
		//_TessMin( "Tess Min Distance", Float ) = 10
		//_TessMax( "Tess Max Distance", Float ) = 25
		//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
		//_TessMaxDisp( "Tess Max Displacement", Float ) = 25

		[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
        [HideInInspector] _QueueControl("_QueueControl", Float) = -1

        [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}

		[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 0
	}

	SubShader
	{
		LOD 0

		

		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }

		Cull [_CullingMode]
		AlphaToMask Off

		

		HLSLINCLUDE
		#pragma target 4.5
		#pragma prefer_hlslcc gles
		// ensure rendering platforms toggle list is visible

		#if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 )
			#error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default.
		#endif

		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"

		#ifndef ASE_TESS_FUNCS
		#define ASE_TESS_FUNCS
		float4 FixedTess( float tessValue )
		{
			return tessValue;
		}

		float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
		{
			float3 wpos = mul(o2w,vertex).xyz;
			float dist = distance (wpos, cameraPos);
			float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
			return f;
		}

		float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
		{
			float4 tess;
			tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
			tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
			tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
			tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
			return tess;
		}

		float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
		{
			float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
			float len = distance(wpos0, wpos1);
			float f = max(len * scParams.y / (edgeLen * dist), 1.0);
			return f;
		}

		float DistanceFromPlane (float3 pos, float4 plane)
		{
			float d = dot (float4(pos,1.0f), plane);
			return d;
		}

		bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
		{
			float4 planeTest;
			planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
			return !all (planeTest);
		}

		float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
		{
			float3 f;
			f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
			f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
			f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);

			return CalcTriEdgeTessFactors (f);
		}

		float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
		{
			float3 pos0 = mul(o2w,v0).xyz;
			float3 pos1 = mul(o2w,v1).xyz;
			float3 pos2 = mul(o2w,v2).xyz;
			float4 tess;
			tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
			tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
			tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
			tess.w = (tess.x + tess.y + tess.z) / 3.0f;
			return tess;
		}

		float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
		{
			float3 pos0 = mul(o2w,v0).xyz;
			float3 pos1 = mul(o2w,v1).xyz;
			float3 pos2 = mul(o2w,v2).xyz;
			float4 tess;

			if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
			{
				tess = 0.0f;
			}
			else
			{
				tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
				tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
				tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
				tess.w = (tess.x + tess.y + tess.z) / 3.0f;
			}
			return tess;
		}
		#endif //ASE_TESS_FUNCS
		ENDHLSL

		
		Pass
		{
			
			Name "Forward"
			Tags { "LightMode"="Grab" }

			Blend SrcAlpha OneMinusSrcAlpha
			ZWrite Off
			ZTest LEqual
			Offset 0,0
			ColorMask RGBA

			

			HLSLPROGRAM

			

			#define _SURFACE_TYPE_TRANSPARENT 1
			#pragma multi_compile_local _RECEIVE_SHADOWS_OFF
			#pragma multi_compile_instancing
			#pragma instancing_options renderinglayer
			#define ASE_VERSION 19904
			#define ASE_SRP_VERSION 140011


			

			#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3

			

			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
			#pragma multi_compile_fragment _ DEBUG_DISPLAY

			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS SHADERPASS_UNLIT

			
            #if ASE_SRP_VERSION >=140007
			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
			#endif
		

			
			#if ASE_SRP_VERSION >=140007
			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
			#endif
		

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"

			
			#if ASE_SRP_VERSION >=140010
			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
			#endif
		

			

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"

			#if defined(LOD_FADE_CROSSFADE)
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
            #endif

			#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
			#define ASE_NEEDS_TEXTURE_COORDINATES1
			#define ASE_NEEDS_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_COLOR


			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
				#define ASE_SV_DEPTH SV_DepthLessEqual
				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
			#else
				#define ASE_SV_DEPTH SV_Depth
				#define ASE_SV_POSITION_QUALIFIERS
			#endif

			struct Attributes
			{
				float4 positionOS : POSITION;
				half3 normalOS : NORMAL;
				float4 ase_color : COLOR;
				float4 ase_texcoord1 : TEXCOORD1;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float4 positionWSAndFogFactor : TEXCOORD0;
				half3 normalWS : TEXCOORD1;
				float4 ase_color : COLOR;
				float4 ase_texcoord2 : TEXCOORD2;
				float4 ase_texcoord3 : TEXCOORD3;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _ScreenPolarSettings;
			float4 _ScreenTexUV;
			float4 _ScreenTexColor;
			float4 _MaskTexOffset;
			float4 _DissolveEdgeColor;
			float4 _ScreenDissolveTex_ST;
			float _CullingMode;
			float _ProgramMaskRange;
			float _OneMinusProGMask;
			float _ProgramMaskVerz;
			float _ProgramMaskHori;
			float _DissolveEdgeSwitch;
			float _DissolveEdgeWide;
			float _DissolveTexP;
			float _ScreenDissolveRotator;
			float _DissolveTexVspeed;
			float _DissolveSmooth;
			float _ProgramMaskSoft;
			float _DissolveMode;
			float _DissolvePower;
			float _OneMinusMask;
			float _MaskTexP;
			float _MaskTexRotator;
			float _ScreenTexP;
			float _ScreenModel;
			float _ScreenVSpeed;
			float _ScreenUSpeed;
			float _DissolveTexUspeed;
			float _ScreenMaskMode;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			sampler2D _ScreenTex;
			sampler2D _MaskTex;
			sampler2D _ScreenDissolveTex;


			
			PackedVaryings VertexFunction( Attributes input  )
			{
				PackedVaryings output = (PackedVaryings)0;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

				output.ase_color = input.ase_color;
				output.ase_texcoord2 = input.ase_texcoord1;
				output.ase_texcoord3.xy = input.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				output.ase_texcoord3.zw = 0;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				input.normalOS = input.normalOS;

				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
				VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS );

				float fogFactor = 0;
				#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
					fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
				#endif

				output.positionCS = vertexInput.positionCS;
				output.positionWSAndFogFactor = float4( vertexInput.positionWS, fogFactor );
				output.normalWS = normalInput.normalWS;
				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				half3 normalOS : NORMAL;
				float4 ase_color : COLOR;
				float4 ase_texcoord1 : TEXCOORD1;
				float4 ase_texcoord : TEXCOORD0;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.positionOS = input.positionOS;
				output.normalOS = input.normalOS;
				output.ase_color = input.ase_color;
				output.ase_texcoord1 = input.ase_texcoord1;
				output.ase_texcoord = input.ase_texcoord;
				return output;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
			{
				TessellationFactors output;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
				return output;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
				return patch[id];
			}

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
				output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
				output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			half4 frag ( PackedVaryings input
						#if defined( ASE_DEPTH_WRITE_ON )
						,out float outputDepth : ASE_SV_DEPTH
						#endif
						#ifdef _WRITE_RENDERING_LAYERS
						, out float4 outRenderingLayers : SV_Target1
						#endif
						 ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

				#if defined( _SURFACE_TYPE_TRANSPARENT )
					const bool isTransparent = true;
				#else
					const bool isTransparent = false;
				#endif

				#if defined(LOD_FADE_CROSSFADE)
					LODFadeCrossFade( input.positionCS );
				#endif

				#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
					float4 shadowCoord = TransformWorldToShadowCoord( input.positionWSAndFogFactor.xyz );
				#else
					float4 shadowCoord = float4(0, 0, 0, 0);
				#endif

				float3 PositionWS = input.positionWSAndFogFactor.xyz;
				float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
				half3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
				float4 ShadowCoord = shadowCoord;
				float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
				float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
				float4 ScreenPos = ComputeScreenPos( ClipPos );
				half3 NormalWS = normalize( input.normalWS );

				float2 appendResult375 = (float2(_ScreenUSpeed , _ScreenVSpeed));
				float2 temp_output_358_0 = (ScreenPosNorm).xy;
				float2 appendResult372 = (float2(_ScreenPolarSettings.x , _ScreenPolarSettings.y));
				float2 temp_output_34_0_g7 = ( temp_output_358_0 - appendResult372 );
				float2 break39_g7 = temp_output_34_0_g7;
				float2 appendResult50_g7 = (float2(( _ScreenPolarSettings.z * ( length( temp_output_34_0_g7 ) * 2.0 ) ) , ( ( atan2( break39_g7.x , break39_g7.y ) * ( 1.0 / TWO_PI ) ) * _ScreenPolarSettings.w )));
				float2 lerpResult214 = lerp( temp_output_358_0 , appendResult50_g7 , _ScreenModel);
				float2 appendResult221 = (float2(_ScreenTexUV.x , _ScreenTexUV.y));
				float2 appendResult222 = (float2(_ScreenTexUV.z , _ScreenTexUV.w));
				float2 panner198 = ( 1.0 * _Time.y * appendResult375 + (lerpResult214*appendResult221 + appendResult222));
				float4 tex2DNode189 = tex2D( _ScreenTex, panner198 );
				float lerpResult527 = lerp( tex2DNode189.r , tex2DNode189.a , _ScreenTexP);
				float4 temp_output_192_0 = ( lerpResult527 * _ScreenTexColor );
				float2 appendResult241 = (float2(_MaskTexOffset.x , _MaskTexOffset.y));
				float2 appendResult242 = (float2(_MaskTexOffset.z , _MaskTexOffset.w));
				float cos437 = cos( ( ( _MaskTexRotator * PI ) / 180.0 ) );
				float sin437 = sin( ( ( _MaskTexRotator * PI ) / 180.0 ) );
				float2 rotator437 = mul( (temp_output_358_0*appendResult241 + appendResult242) - float2( 0.5,0.5 ) , float2x2( cos437 , -sin437 , sin437 , cos437 )) + float2( 0.5,0.5 );
				float4 tex2DNode203 = tex2D( _MaskTex, rotator437 );
				float lerpResult307 = lerp( tex2DNode203.r , tex2DNode203.a , _MaskTexP);
				float smoothstepResult547 = smoothstep( 1.0 , -1.0 , lerpResult307);
				float lerpResult548 = lerp( lerpResult307 , smoothstepResult547 , _OneMinusMask);
				float4 texCoord408 = input.ase_texcoord2;
				texCoord408.xy = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
				float custom1z412 = texCoord408.z;
				float lerpResult444 = lerp( _DissolvePower , custom1z412 , _DissolveMode);
				float DissolveValue445 = lerpResult444;
				float2 appendResult473 = (float2(_DissolveTexUspeed , _DissolveTexVspeed));
				float2 uv_ScreenDissolveTex = input.ase_texcoord3.xy * _ScreenDissolveTex_ST.xy + _ScreenDissolveTex_ST.zw;
				float2 panner476 = ( 1.0 * _Time.y * appendResult473 + uv_ScreenDissolveTex);
				float cos478 = cos( ( ( _ScreenDissolveRotator * PI ) / 180.0 ) );
				float sin478 = sin( ( ( _ScreenDissolveRotator * PI ) / 180.0 ) );
				float2 rotator478 = mul( panner476 - float2( 0.5,0.5 ) , float2x2( cos478 , -sin478 , sin478 , cos478 )) + float2( 0.5,0.5 );
				float4 tex2DNode482 = tex2D( _ScreenDissolveTex, rotator478 );
				float lerpResult486 = lerp( tex2DNode482.r , tex2DNode482.a , _DissolveTexP);
				float temp_output_496_0 = saturate( ( lerpResult486 / 2.0 ) );
				float smoothstepResult505 = smoothstep( ( DissolveValue445 - _DissolveSmooth ) , DissolveValue445 , temp_output_496_0);
				float4 temp_cast_0 = (smoothstepResult505).xxxx;
				float4 lerpResult508 = lerp( temp_cast_0 , ( smoothstepResult505 + ( _DissolveEdgeColor * ( step( ( DissolveValue445 - _DissolveEdgeWide ) , temp_output_496_0 ) - step( DissolveValue445 , temp_output_496_0 ) ) ) ) , _DissolveEdgeSwitch);
				float3 appendResult514 = (float3(lerpResult508.rgb));
				float3 DissolveColor516 = appendResult514;
				float3 appendResult521 = (float3(( temp_output_192_0 * lerpResult548 * float4( DissolveColor516 , 0.0 ) ).rgb));
				float2 texCoord575 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
				float2 appendResult574 = (float2(_ProgramMaskHori , _ProgramMaskVerz));
				float2 temp_output_577_0 = ( ( texCoord575 - appendResult574 ) * float2( 2,2 ) );
				float2 temp_output_578_0 = ( temp_output_577_0 * temp_output_577_0 );
				float temp_output_581_0 = ( (temp_output_578_0).x + (temp_output_578_0).y );
				float lerpResult585 = lerp( temp_output_581_0 , ( 1.0 - temp_output_581_0 ) , _OneMinusProGMask);
				float GlobalMask591 = saturate( pow( saturate( ( lerpResult585 - _ProgramMaskRange ) ) , _ProgramMaskSoft ) );
				float3 appendResult601 = (float3(( temp_output_192_0 * float4( DissolveColor516 , 0.0 ) * GlobalMask591 ).rgb));
				float3 lerpResult593 = lerp( appendResult521 , appendResult601 , _ScreenMaskMode);
				float3 ScreenColor245 = lerpResult593;
				
				float DissolveAlpha513 = (lerpResult508).a;
				float lerpResult594 = lerp( ( DissolveAlpha513 * lerpResult548 * lerpResult527 * _ScreenTexColor.a ) , ( DissolveAlpha513 * GlobalMask591 * lerpResult527 * _ScreenTexColor.a ) , _ScreenMaskMode);
				float ScreenAlpha525 = lerpResult594;
				
				float3 BakedAlbedo = 0;
				float3 BakedEmission = 0;
				float3 Color = ( input.ase_color * float4( ScreenColor245 , 0.0 ) ).rgb;
				float Alpha = saturate( ( input.ase_color.a * ScreenAlpha525 ) );
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;

				#if defined( ASE_DEPTH_WRITE_ON )
					float DeviceDepth = input.positionCS.z;
				#endif

				#if defined( _ALPHATEST_ON )
					AlphaDiscard( Alpha, AlphaClipThreshold );
				#endif

				#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
					ShadowCoord = TransformWorldToShadowCoord( PositionWS );
				#endif

				InputData inputData = (InputData)0;
				inputData.positionWS = PositionWS;
				inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
				inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
				inputData.normalWS = NormalWS;
				inputData.viewDirectionWS = ViewDirWS;

				#ifdef ASE_FOG
					inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.positionWSAndFogFactor.w);
				#endif

				#if defined(_DBUFFER)
					ApplyDecalToBaseColor(input.positionCS, Color);
				#endif

				#ifdef ASE_FOG
					#ifdef TERRAIN_SPLAT_ADDPASS
						Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord);
					#else
						Color.rgb = MixFog(Color.rgb, inputData.fogCoord);
					#endif
				#endif

				#if defined( ASE_DEPTH_WRITE_ON )
					outputDepth = DeviceDepth;
				#endif

				#ifdef _WRITE_RENDERING_LAYERS
					uint renderingLayers = GetMeshRenderingLayer();
					outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
				#endif

				#if defined( ASE_OPAQUE_KEEP_ALPHA )
					return half4( Color, Alpha );
				#else
					return half4( Color, OutputAlpha( Alpha, isTransparent ) );
				#endif
			}
			ENDHLSL
		}

	
	}
	
	
	FallBack "Hidden/Shader Graph/FallbackError"
	
	Fallback Off
}
/*ASEBEGIN
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Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;581;-701.4274,-2049.243;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;582;-490.7151,-1994.194;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;583;-489.6805,-1922.802;Inherit;False;Property;_OneMinusProGMask;反向程序遮罩;19;1;[Enum];Create;False;0;2;OFF;0;ON;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;372;-1749.88,-2861.342;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;445;2112.164,-2850.018;Inherit;False;DissolveValue;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;438;-1414.861,-2385.77;Inherit;False;Property;_MaskTexRotator;遮罩贴图旋转;13;1;[IntRange];Create;False;0;0;0;False;0;False;0;0;0;360;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector4Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;240;-2001.713,-2417.194;Inherit;False;Property;_MaskTexOffset;遮罩贴图平铺与偏移;11;0;Create;False;0;0;0;False;0;False;1,1,0,0;1,1,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;494;-588.7141,-3808.637;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;2;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;498;-787.1241,-3577.047;Inherit;False;Property;_DissolveSmooth;溶解平滑度;27;0;Create;False;0;0;0;False;0;False;0;0.125;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;502;-302.3641,-3426.756;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;503;-778.453,-3456.386;Inherit;False;Property;_DissolveEdgeColor;溶解边缘颜色;25;1;[HDR];Create;False;0;0;0;False;0;False;1,0.4109318,0,1;0,1.622214,4.924578,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;196;-1436.244,-2896.836;Inherit;False;Polar Coordinates;-1;;7;7dab8e02884cf104ebefaa2e788e4162;0;4;1;FLOAT2;0,0;False;2;FLOAT2;0.5,0.5;False;3;FLOAT;1;False;4;FLOAT;1;False;3;FLOAT2;0;FLOAT;55;FLOAT;56
Node;AmplifyShaderEditor.Vector4Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;220;-1218.33,-2848.242;Inherit;False;Property;_ScreenTexUV;屏幕贴图平铺与偏移;2;0;Create;False;0;0;0;False;0;False;1,1,0,0;1,1,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;213;-1404.232,-2749.581;Inherit;False;Property;_ScreenModel;屏幕贴图UV模式;5;1;[Enum];Create;False;0;2;Local;0;Polar;1;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;584;-773.1234,-1837.924;Inherit;False;Property;_ProgramMaskRange;程序遮罩范围;16;0;Create;False;0;0;0;False;0;False;0.1;0.31;0;1.5;0;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;585;-313.7874,-2049.032;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;518;-1007.909,-3579.736;Inherit;False;445;DissolveValue;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.PiNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;435;-1149.861,-2383.77;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;241;-1785.147,-2429.344;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;242;-1783.048,-2317.243;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;496;-385.7281,-3809.09;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;501;-518.4501,-3595.529;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;504;-163.8132,-3452.902;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;214;-1186.105,-3003.122;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;221;-1001.89,-2867.242;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;222;-1002.89,-2761.242;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;373;-842.8792,-2870.342;Inherit;False;Property;_ScreenUSpeed;屏幕贴图U速度;7;0;Create;False;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;374;-841.8792,-2797.342;Inherit;False;Property;_ScreenVSpeed;屏幕贴图V速度;8;0;Create;False;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;586;-171.9618,-2049.408;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScaleAndOffsetNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;243;-1635.96,-2455.008;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;1,0;False;2;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;505;-250.0892,-3810.384;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;506;26.12881,-3755.726;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;507;23.0159,-3663.44;Inherit;False;Property;_DissolveEdgeSwitch;溶解边缘模式;24;1;[Enum];Create;False;0;2;Soft;0;Edge;1;0;False;0;False;0;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ScaleAndOffsetNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;219;-858.8901,-3005.242;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;1,0;False;2;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;375;-668.8791,-2848.342;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;587;26.10829,-2050.443;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;588;-175.6918,-1832.895;Inherit;False;Property;_ProgramMaskSoft;程序遮罩过渡;15;1;[Header];Create;False;1;ProgramMask;0;0;False;0;False;3;1.39;0;10;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;434;-977.8612,-2379.77;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;180;False;1;FLOAT;0
Node;AmplifyShaderEditor.RotatorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;437;-829.4373,-2454.15;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0.5,0.5;False;2;FLOAT;1;False;1;FLOAT2;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;508;195.1138,-3811.773;Inherit;True;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.PannerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;198;-617.7902,-3005.039;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
Node;AmplifyShaderEditor.PowerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;589;167.2772,-2050.259;Inherit;False;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;306;-544.2241,-2287.185;Inherit;False;Property;_MaskTexP;遮罩贴图通道;12;1;[Enum];Create;False;0;2;R;0;A;1;0;True;0;False;0;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;528;-234.9232,-2836.264;Inherit;False;Property;_ScreenTexP;屏幕贴图通道;4;1;[Enum];Create;False;0;2;R;0;A;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;514;436.0308,-3812.879;Inherit;False;FLOAT3;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.ComponentMaskNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;509;434.1458,-3723.186;Inherit;False;False;False;False;True;1;0;COLOR;0,0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;590;304.3943,-2049.919;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;189;-438.1062,-3031.205;Inherit;True;Property;_ScreenTex;屏幕贴图;1;2;[Header];[NoScaleOffset];Create;False;1;Screen;0;0;False;0;False;-1;None;None;True;0;False;black;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;203;-640.112,-2477.793;Inherit;True;Property;_MaskTex;遮罩贴图;10;2;[Header];[NoScaleOffset];Create;False;1;Mask;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;307;-363.2241,-2380.185;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;547;16.62881,-2364.545;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;1;False;2;FLOAT;-1;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;549;43.21585,-2242.469;Inherit;False;Property;_OneMinusMask;反相遮罩;14;1;[Enum];Create;False;0;2;OFF;0;ON;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;190;-439.5931,-2836.121;Inherit;False;Property;_ScreenTexColor;屏幕贴图颜色;3;1;[HDR];Create;False;0;0;0;False;0;False;1,1,1,1;1,1,1,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;527;-46.92328,-2935.264;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;591;463.7782,-2048.691;Inherit;False;GlobalMask;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;513;636.6383,-3722.508;Inherit;False;DissolveAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;516;576.8583,-3812.59;Inherit;False;DissolveColor;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;548;191.5569,-2389.042;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;192;101.2368,-2860.483;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;519;74.79189,-2762.63;Inherit;False;516;DissolveColor;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;522;452.0208,-2596.558;Inherit;False;513;DissolveAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;599;716.4013,-2709.974;Inherit;False;591;GlobalMask;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;523;664.814,-2598.145;Inherit;False;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;379;338.6997,-2861.005;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;600;941.0369,-2812.726;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;602;950.937,-2647.026;Inherit;False;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;521;477.5197,-2860.523;Inherit;False;FLOAT3;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;601;958.8367,-2939.425;Inherit;False;FLOAT3;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;594;1286.51,-2726.806;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;595;1104.188,-2755.117;Inherit;False;Property;_ScreenMaskMode;屏幕遮罩模式;9;1;[Enum];Create;False;0;2;Texture;0;Program;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;570;1667.731,-2568.733;Inherit;False;756.5;379.5;FINAL;7;531;533;246;322;569;568;567;最终输出;1,1,1,1;0;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;525;1443.755,-2729.646;Inherit;False;ScreenAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;593;1284.979,-2854.713;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;531;1688.104,-2274.559;Inherit;False;525;ScreenAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;245;1441.286,-2854.163;Inherit;False;ScreenColor;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;421;872.8607,-3264.42;Inherit;False;176;139;Comment;1;425;设置;1,1,1,1;0;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;568;1906.92,-2350.019;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;246;1687.638,-2349.145;Inherit;False;245;ScreenColor;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;533;1689.218,-2521.495;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;425;895.0387,-3210.308;Inherit;False;Property;_CullingMode;剔除模式;0;2;[Header];[Enum];Create;False;1;Setting;0;1;UnityEngine.Rendering.CullMode;True;0;False;0;2;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;542;-223.6012,-2482.535;Inherit;False;MaskTex;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;567;1908.92,-2474.019;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;569;2052.92,-2350.019;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;420;1406.51,-3051.829;Inherit;False;custom1w;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;409;1404.51,-3204.829;Inherit;False;custom1y;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;410;1405.51,-3278.829;Inherit;False;custom1x;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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//CHKSM=F10E60337E3EB11BA58ED67F64057C1D6FFF650E